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Found 56 results

  1. Ever since the latest update (0.10.4) on Achievements/Profile went online, I've noticed a particular lack of progression on the Scenarios Achievements sections. I've been stuck on the same amount of numbers (144/150) (among the others also not being counted) and even thou I play them non regularly, I should have gotten (example given) the Ravager achievements a long time ago, no kills is accounted nor is registered. I also noticed my Engineer of the Future Achievement is missing, even thou I won it fairly and have it late than I should have it. But after the 0.10.4 update, is long gone without a warning nor a message. I found it on my own. It's been weeks since I had nothing in return and its frustrated to the max.
  2. Commander_Steel_94

    Logros faltantes o no contabilizados.

    Desde que se puso en línea la última actualización (0.10.4) de los Logros y del Perfil, he notado una falta particular de progresión en la sección de Escenarios. Me he quedado atascado en la misma cantidad de números (144/150) (y los otros tampoco se cuentan) e incluso si bien no los juego regularmente, debería haber obtenido (por ejemplo) el logro de Devastador hace mucho tiempo, pero no se contabiliza ni se registra ninguna muerte. También me di cuenta de que faltaba el logro Ingeniero del Futuro, aunque lo gané de manera justa y lo tuve más tarde de lo que debería. Pero después de la actualización 0.10.4, desapareció hace mucho tiempo sin una advertencia ni un mensaje. Lo descubrí por mi cuenta. Han pasado semanas desde esto y nada ha cambiado y esto frusta muchísimo.
  3. Introducción Para empezar, este tema no pretende generar controversias entre los jugadores de las distintas clases. Al contrario, el objetivo de este post es reunir diferentes opiniones y puntos de vista que ayuden a corregir las mecánicas y la influencia de los portaaviones en las partidas; especialmente, de aquellos jugadores más experimentados del juego competitivo. Si bien el post no está en inglés, invito a toda la comunidad del habla hispana, para que puedan aportar sus experiencias en este tema. Por otra parte, se preguntarán ¿por qué quiero que me gustaría que sean escuchados con mayor atención los jugadores con bastante conocimiento competitivo en el juego y no los jugadores casuales? Según mi punto de vista, la respuesta es simple y paso a explicarla. Para competir en las ligas mayores como la Liga Tifón y la Liga Huracán, los diversos jugadores requieren dominar ciertos aspectos de la batalla que los jugadores regulares o casuales no han incorporado aún a su estilo de juego; en otras palabras, la competencia demanda diferentes estrategias, combinaciones de barcos, distribución de puntos de comandantes; además de posicionamientos correctos, momentos de sincronización o timing y muchas otras variantes, que se pueden dar a conocer en partidas de la alta competencia. No obstante, todos son bienvenidos a replicar este asunto. Recordando al obsoleto RTS CV Antes de nada, recordemos al famoso modo RTS (Real-Time Strategy) de los CV, que se caracterizaba, principalmente, por tener una perspectiva de la partida completamente diferente al resto de las otras clases de barcos; una visión aérea de la totalidad del mapa en modo estratégico. Entre otras particularidades se encontraban los siguientes factores: Control de múltiples escuadrones; Daño alfa muy elevado por cada ataque; Sincronización de ataques simultáneos; Defensa manual y en seguimiento mediante fighters; La dificultad aumentaba proporcionalmente con cada tier; Gran diferencia de habilidades entre jugadores de portaaviones. En efecto, en esta vieja modalidad RTS, los portaaviones eran más difíciles de controlar y su curva de aprendizaje no era amigable. Asimismo, los puntos anteriormente mencionados, si bien le otorgaban al jugador una experiencia más realista en cuanto a la gestión de un portaaviones, resultaron ser muy negativos en lo que respecta a la jugabilidad. Por consiguiente, no era habitual encontrar portaaviones en una partida y, en definitiva, la clase era poco popular. Las estadísticas, de una baja cantidad de usuarios que utilizaran portaaviones en una partida, alentaron, durante un tiempo, una reelaboración de las mecánicas de la clase. En consecuencia, a partir de la actualización 0.8.0, llegó una nueva dinámica de juego de los portaaviones. Los nuevos portaaviones En los inicios del 2019, WG retiró el RTS de los portaaviones por un estilo de juego mucho más dinámico. Esto alentó a que nuevos jugadores se animaran a utilizar esta clase que, de alguna manera, estaba olvidada. Debido a su aumento de popularidad, actualmente, encontramos portaaviones en las partidas de manera muy frecuente. Por lo cual, independientemente de la experiencia de cada jugador, la clase tiene una gran influencia en la partida que no puede pasar desapercibida. Y lo redacté en negrita porque su impacto es muy visible ya que, las restantes clases, adoptan diferentes movimientos ante la presencia de un portaaviones en una partida. ¡Y mejor ni hablemos de cuando hay 2 por equipo en una misma partida! xD Influencias del portaaviones en una partida Quizás para los que no estén muy interiorizados en este tema o, peor aún, aquellos que aún no interpretan al juego de manera global, se cuestionarán: ¿de qué manera un portaaviones repercute en una partida? Pues, revisémoslo juntos. No arriesga puntos de vida o hit points (HP) Si bien este punto es algo retórico y discutible, la gran mayoría de los jugadores de portaaviones, por lo general, tienen tendencia a jugar toda la partida en los extremos del mapa, por detrás de la línea de defensa dispuesta por la formación de barcos aliada. Por tanto, la probabilidad de su detección mediante superficie o por la aviación enemiga es muy baja; en consecuencia, el riesgo de que sufra daño directamente por otros barcos es escasa. Rango operativo de aviación ilimitado A diferencia de las demás clases, que están limitadas por un rango máximo en sus baterías principales, en sus baterías secundarias o en sus torpedos, la aviación posee la capacidad de operar por todo el mapa, sin restricciones de distancia, independientemente de la posición del portaaviones siendo, de esta manera, una clase que puede prestar servicio en diversos lugares del mapa y en cualquier momento de la partida. Reconocimiento de la flota enemiga El traslado en toda la extensión del mapa le otorga, a la aviación del portaaviones, la capacidad revelar las posiciones enemigas siempre que los aviones entren en el rango de detección por aire de los barcos. Sin dudas alguna, es el “mejor armamento” de un portaaviones. Competencia para ejecutar ataques cruzados En relación con los barcos de superficie, en cada una de las partidas y, particularmente, en Batallas por Rango o en Batallas de Clanes, el posicionamiento está orientado a lograr el mayor rendimiento posible en la partida, sin necesidad de comprometer sus debilidades. En cuanto a la aviación de los portaaviones, su maniobrabilidad y el rango operativo ilimitado le permite ejecutar ataques desde los ángulos más débiles de los barcos enemigos como, por ejemplo, efectuar maniobras de ataques utilizando las islas para bloquear el daño AA de medio y largo alcance, hasta frenar el avance oportuno de un push con torpedos en un lateral del barco. Este tipo de accionar, que puede ser aplicado en cualquier lugar y momento de la partida, le otorga al portaaviones la capacidad de desasir formaciones enemigas. Restablecer puntos o zonas de captura fácilmente La suma de puntaje del equipo, mediante la captura y la conservación de puntos o zonas estratégicas, es un factor determinante para trazar el camino hacia la victoria en cualquier partida. La obtención de éstas requiere que los barcos ingresen al territorio de dichas zonas durante un tiempo determinado, sin recibir daño, para efectivizar la misma. Por lo que se refiere a la aviación de los portaaviones, al tener un rango operativo bastante extenso, con diversas combinaciones de armamento con diferentes ángulos de ataque y, sumado a la capacidad de reconocimiento; le confieren, potencialmente, la facultad de restablecer puntos o zonas de captura con mucha facilidad. Soporte aéreo efectivo Por un lado y a diferencia del modo RTS, en el nuevo concepto de portaaviones, los cazas son un consumible y pueden ser llamados a la batalla por el jugador cuando sea necesario. Además, a partir de la actualización 0.10.0, la actualización de habilidades de los comandantes trajo consigo nuevas habilidades especiales para portaaviones que mejoran las características de los cazas. Por otro lado, el llamado de cazas en lugares estratégicos y sincronizados con el posicionamiento y movimiento de los barcos aliados, posibilitan al portaaviones el bloqueo efectivo del avance y de los ataques de la aviación enemiga. De esta manera, en su máximo resplandor, un jugador de portaaviones puede anular y dominar la presencia del portaaviones enemigo en la partida. Control y dominio total del mapa En consecuencia, a los puntos anteriormente mencionados, asociados a una curva de aprendizaje y a una jugabilidad más amigable, un jugador de portaaviones experimentado, a través de diferentes modos de ataque y/o soportes sincronizados a barcos específicos, puede lograr una supremacía aérea en toda la extensión del mapa. En resumen, cuando el portaaviones interpreta de manera precisa la distribución, la posición y el tipo de barco del enemigo y aliado, posiblemente su reacción en consecuencia le permitirá, como portaaviones, ejercer su influencia en toda la partida, a través de un control y dominio total; una característica propia de esta clase. Puntos de discusión INTERACCIÓN CV VS AA IA (¿NO PLAYER vs PLAYER?) Por lo que se refiere al armamento antiaéreo, uno de los comentarios más frecuente, luego del rework, es el siguiente “las AA antes eran manuales y ahora ya no lo son” y, realmente, es un mal concepto. Las AA dentro del juego, al igual que las baterías secundarias, funcionan de manera automática controladas por la IA (Inteligencia Artificial). En el caso de las AA del modo RTS, uno podía seleccionar a uno de los múltiples escuadrones que atacaban a nuestro barco, dirigiendo toda la artillería hacia un escuadrón en específico, pero nunca la controlábamos, ya que el barco las disparaba de manera involuntaria hacia el grupo aéreo seleccionado. Por el contrario, a diferencia de las baterías principales o de los torpedos, donde los diferentes jugadores pueden manifestar sus habilidades entre sí durante una batalla, la interrelación entre los jugadores de la aviación del portaaviones y de otras clases, NO ES DIRECTA. En otras palabras, el jugador de portaaviones, a través de la aviación, se enfrenta a la defensa aérea dominada por la IA del barco enemigo y no al jugador en sí mismo. De esta manera, podemos observar que no hay un duelo de habilidades entre la aviación y la defensa aérea del barco de superficie. Por último, los jugadores solamente pueden modificar el equipamiento y las habilidades del comandante (además de los consumibles y la prioridad de sector) de su nave para potenciar la eficiencia de los montajes AA controladas por la IA; pero NUNCA podrá controlarlas manualmente. De esta manera, por ejemplo, el jugador de crucero no puede interactuar directamente con la aviación del jugador de portaaviones. Puesto que las AA estén controladas por un IA y no por el jugador de manera directa, probablemente, debe tener como objetivo “ahorrar preocupaciones” o “evitar mecánicas adicionales” para que el jugador de superficie priorice su interacción contra otro barco de superficie, mientras que la AA hace su trabajo de manera independiente; pero todo este último párrafo es una suposición mía y es totalmente discutible. INTERACCIÓN DD VS CV En mi opinión, la interacción entre jugadores más difícil de balancear. Desde la introducción de cruceros con radares de largo alcance, sumado al aumento de popularidad del portaaviones, el trabajo de los destructores se fue dificultando con el tiempo. En efecto, estos últimos se han convertido en la punta de la lanza de todo equipo debido a que, entre otras cosas, pueden capturar puntos estratégicos con mayor facilidad, proporcionar coberturas a los aliados mediante cortinas de humo, demorar avances agresivos de los enemigos mediante el lanzamiento efectivo de torpedos, y por último (y lo más importante), proporcionar inteligencia y revelar la posición enemiga gracias a sus buenos parámetros de ocultamiento. Como he mencionado anteriormente, en la sección de Influencias del portaaviones en una partida, la mecánica de reconocimiento proporcionada por la aviación del portaaviones es, sin duda alguna, el “mejor armamento” de un portaaviones. Esto se debe a que el impacto de esta mecánica del juego es imposible de bloquear, excepto con pantallas de humo, pero sólo de manera transitoria. Y sí, lo mencione como transitoria porque, por ejemplo, el ocultamiento del destructor mediante humo puede ser, luego del reconocimiento provisto por la aviación, vencido por la activación de un radar con alcance suficiente para hacer retroceder, e incluso, obligar al destructor a retirarse de la posición de su humo exponiéndolo, nuevamente, a la mecánica de reconocimiento de la aviación del portaaviones. Por tanto, la repetición de esta secuencia de mecánicas, disminuyen drásticamente la jugabilidad del destructor, limitándolo a tal punto que, su impacto en una partida es entre escaso a nulo. Entonces, lo que quiero demostrar con este ejemplo es que, en mi consideración, no es el daño directo ni la habilidad del jugador de la aviación del portaaviones la principal preocupación de un destructor, sino que, lo que entorpece la jugabilidad de esta clase es la mecánica de reconocimiento de los portaaviones. ¿NERFEOS AL CV REALMENTE SON CORRECTOS? (RNG Y DAÑO) En cuando a lo que respecta a la aviación del portaaviones, debido a la falta de adaptación por parte de los jugadores de las demás clases y por una AA controlada por una IA, no ha podido WG lograr, al día de la fecha, un balance eficiente del portaaviones. Por el contrario, siguen apareciendo nuevos barcos de esta clase, que tienen una jugabilidad bastante peculiar, son divertidos, pero independientemente de la habilidad de cada jugador de cv, siguen impactando de manera drástica en una partida. De esta manera, considero que, el agregar nuevos barcos de esta clase, sin balancear las otras mecánicas producen, por lo general, un odio y rechazo a los cv por parte de la comunidad de World Of Warships; además de una indefinida cantidad de reportes (créanme que lo sufro día a día). En consecuencia, debido a la incapacidad de balanceo de la clase, los portaaviones han sufrido muchos nerfeos a sus parámetros de daño y a su RNG (Randon Number Generator). Seguro se preguntarán ¿cómo te das cuenta de que se modifica el RNG?; simplemente, los juego todos los días y me doy cuenta inmediatamente de estas modificaciones que, quizás algunos, la pasan por desapercibida. Entonces, hoy en día nos encontramos con lo siguiente: Una línea alemana de portaaviones cuyas bombas son un dolor de cabeza (y hay que cruzar los dedos para hacer daño por ciudadela) porque su retícula aumento drásticamente de tamaño, provocando un aumento en la dispersión de estas. Una línea estadounidense que tiene el mismo problema para lograr impactos con bombas a los destructores. Su modificación en el RNG fue tal que, hoy en día, es casi imposible de golpear a un destructor. (y eso que todavía no mencione nada sobre la modificación propuesta por la PTS 0.10.5). Una línea británica que, si bien es divertida, hace años no destaca en nada, por lo cual no puede ser considera para el juego en competitivo. Salvo excepciones, un AUDACIOUS aliado es considerado, por la gran mayoría de los jugadores, como un “ya perdimos la partida”. A pesar de estas cuestiones, el problema no es el daño de la aviación ni la habilidad del jugador lo impacta sobre el juego, sino la falta de un sistema de mecánicas eficiente que, en el caso de cruceros y acorazados, les permita a los jugadores la posibilidad de decidir entre enfrentar manualmente a la aviación o disparar a los barcos de superficie que estén a su alrededor; y en el caso de los destructores, le permitan moverse con mayor tranquilidad en toda la extensión del mapa. En conclusión, a partir de lo todo lo expuesto, y considerándome que soy principalmente jugador de portaaviones, vengo a proponerles a los desarrolladores de este juego, posibles mecánicas que permitan, quizás, balancear estos impactos de la mejor manera, evitando destruir a las clases. Propuestas de nuevas mecánicas EXPONER AL PORTAAVIONES A LA BATALLA Mi primera propuesta es lograr que los portaaviones sean móviles y que no sean estáticos. De esta manera, como a cualquier otra clase, los cv también se exponen al daño directo de la flota enemiga. ¿Cómo podemos hacer esto?, de la siguiente manera: Limitar el rango operativo de la aviación respecto al barco; de esta manera, los portaaviones, al igual que el resto de las clases, tienen un rango máximo de alcance. Limitar el tiempo de control de la aviación por el jugador a través de un contador de combustible tiempo dependiente. Esto debe realizarse de manera proporcional a las diferentes características de los escuadrones y portaaviones; así, se limitaría a un cv estar todo el tiempo operando con el mismo escuadrón. La limitación del alcance de la aviación debe obligar a los portaaviones a moverse por el mapa para poder operar por sectores y no por la totalidad del mapa. Disminuir el ocultamiento del portaaviones de manera proporcionada para permitir el desplazamiento. Debe exponerlo al daño enemigo (no puede tener el ocultamiento de un destructor), pero tampoco tiene que ser visible desde todo del mapa. Reforzar la dispersión de batería secundarias en portaaviones. En la actualidad, por ejemplo, no tiene sentido utilizar un Manfred Von Richthofen a secundarias si no se puede defender efectivamente. Como el portaaviones se expondrá mucho más a la batalla mediante su desplazamiento continuo, las secundarias deben ser ajustadas para que el barco sea más autónomo. De esta manera, la exposición del portaaviones es balanceada por una build de secundarias, que estará disponible opcionalmente por el jugador de la clase a través de la distribución de puntos de comandante. NUEVO SISTEMA DE RECONOCIMIENTO AÉREO La segunda propuesta es optimizar la interacción de la mecánica de reconocimiento entre la aviación y el destructor. El objetivo es que el spot aéreo, trabaje de manera similar a un radar; de esta manera, cuando el límite de detección por aire de los destructores sea superado por la aviación, estos puedan ser descubiertos por el portaaviones de manera instantánea para sí mismo, pero revelados, tanto en el mini mapa y como en rango de visualización, a los enemigos luego de 7 segundos. Por un lado, el jugador de la aviación de los portaaviones podrá elegir si mantendrá posición dentro del límite de detección del destructor para aportar información a los aliados, o si continuará su camino para atacar a otras clases. Por otro lado, durante este periodo de latencia de 7 segundos, el destructor podrá adoptar acciones evasivas con mucha anticipación hasta que su revelación, hacia la flota enemiga, sea efectiva. En caso contrario, si el jugador de destructor decide activar sus montajes AA (que tiene que ser de menos a más), y la aviación enemiga se encuentra dentro de su rango de AA, su posición es revelada instantáneamente a la flota enemiga, omitiendo la latencia de 7 segundos. De esta manera, el jugador de destructores podrá elegir entre dos escenarios diferentes: Mantener sus AA apagadas, activando el periodo de latencia de 7 segundos, para adoptar acciones evasivas o; Activar sus AA de manera, omitiendo el periodo de latencia, para combatir a la aviación al mismo tiempo que su posición es revelada a la flota enemiga. NOTA: los montajes AA de los destructores deben activarse de manera proporcional, por ejemplo, en un período de 3 segundos desde el 50 al 100% del daño (sin incluir la prioridad del sector); compensando, de esta manera, el riesgo adoptado por la aviación del portaaviones. NOTA 2: los fighters deben tener la misma restricción que la aviación del portaaviones, en cuanto al sistema de reconocimiento. Para el resto de las clases, la mecánica de reconocimiento y el daño de las AA debe mantenerse tal cual se encuentra en la actualidad. Nuevo sistema de defensa antiaérea En este último ofrecimiento, quiero proponer un nuevo sistema de defensa antiaérea que le permita a todas las clases, decidir entre defenderse de manera manual contra un portaaviones o mantenerlo en modo automático, mediante la IA, para combatir a otros barcos de superficie. La posibilidad de diseñar un nuevo modo defensa AA es lograr que, tanto el jugador que controla barco de superficie como el que controla la aviación, puedan batallar entre sí de manera directa, exponiendo sus habilidades en cuestión. Este nuevo sistema deberá contar con las siguientes características: Un modo AA manual que le permita a todos los barcos controlar la dirección del disparo de sus baterías AA, facultando a los mismos la posibilidad de interactuar directamente contra la aviación. Un modo AA automático que, en caso de estar en un combate directo contra otro barco de superficie, les permita a todos los barcos amortiguar el ataque de la aviación o, al menos, dificultar este ataque. De esta manera, todas las clases podrán adoptar entre dos escenarios posibles para defenderse del ataque de la aviación. Por un lado, podrán protegerse de manera manual pero no podrán maniobrar las baterías principales; de esta manera, la eficiencia AA dependerá de las habilidades del jugador y no de la IA. Por otro lado, la utilización de la AA en modo automático tendrá como objetivo resguardar al jugador mientras controla las baterías principales; así, la eficiencia AA será mucho menor que el modo manual, y será controlado por la IA. En consecuencia, lo importante es que cada jugador tenga la libertad de elegir que quiere hacer; si defenderse de la aviación o atacar a otros barcos con sus baterías principales; pero lo importante es DARLE AL JUGADOR LA POSIBILIDAD DE ELEGIR entre las opciones que mas les sirva ante cada situación. Conclusión Para finalizar tanto palabrerío, los que me conocen saben que soy un jugador, principalmente de portaaviones, y debido a que es un juego al que le presto un buen tiempo de mi vida, y que, por lo general solo veo comentarios negativos, vengo con estas propuestas que pueden ser discutidas; a algunos les gustaran a otros no, pero la intención de proponer esta y es lo importante. Saludos a los miembros del clan ARMADA DEL SUR y a SUR_S
  4. * Marines from 1st Tank Battalion qualify with the BGM-71 Tube-launched Optically-tracked Wire-guided (TOW) missile at MCAGCC Twentynine Palms, CA on 28 March 2018 Ahoy Fleet! Training has been as expected returning to dry land with the Tank Battalion! My current Table of Order consists of the following to qualify on: M4A1 Sherman PzKpfw (Panzer) IV T-34 Cavalier M4 Stuart My first week was a tad rough and rusty as refamiliarizing on the battlefield has been....trying. However, after a few dozen battles, I managed to hit my stride and was able to get some good shots on target: I was also able to answer the call from my shipmates when they needed fire support. So I pulled my trusty Missouri out of port: All in all, things are going well but I still have a ways to go and the training is never done! In the meantime, I'm counting on you to take the Fleet into battle and get some good shots and torpedo strikes down range! "I'm going to fight my way out, I'm going to take all my equipment and all my wounded and as many dead as I can. If we can't get out this way, this Division will never fight as a unit again." - Oliver P. Smith, United States Marine Corps #semperfidelis #keepcalmandtankon
  5. Navalpride33

    A Promise is a promise (Kami REPLAYx2)

    As promised to the guys in tonight's Kami match... The replay of the match is going to be available for them to enjoy at their leisure, on the Forums... (PLUS A BONUS)A Draw Match up. I would like to thank all who's participation enhanced the enjoyment of the matches displayed... I've enjoyed the battle immensely. TY guys... The replays 20210505_222907_PJSD025-True-Kamikaze_41_Conquest.wowsreplay 20210505_225853_PJSD025-True-Kamikaze_41_Conquest.wowsreplay The draw... Enjoy guys!
  6. This article is dedicated to all WG-CC for their hard work contributing their time and effort to WoWS. As with any complex endeavor, a jargon — a set of specialized words or expressions — develops around a game. World of Warships's jargon incorporates nautical jargon as well as that specific to the game. As a result, there are many unusual terms that may appear in a discussion. Below is a list of some of the most common terminology that players may encounter. This list will attempt to explain some of the more common jargon found within WoWS that is not always readily apparent to the newer player, and also mention and give background to a few WG-CC or twitch streamers that will help the captain out. Please note that most of the following is not the authors own work, but put together from WoWS wiki, and other WG articles and fan articles. (Giving credit where credit is due) In order to have a guide available here in forums game guides and tutorials. Please also note that this glossary may be edited in the future if the author discovers more jargons, or more content to add to the list. :-) General Terms (by letters) Example: TERM | DEFINITION 899 Brigade: | A division which consists of a Tier VIII aircraft carrier and two Tier IX battleships. Usually formed to snipe-kill enemy aircraft carrier during battles. A AA - "Anti-Aircraft" usually refers to "AA" guns and capabilities (those guns capable of firing at aircraft). AA Sector - Refers to a side of the ship (port or starboard) where AA gunfire can be reinforced using the Sector Reinforcement mechanism. AAA - "Anti-Aircraft Artillery" or "Anti-Aircraft Armament" or "Triple-A". Same as AA. AFK - "Away from Keyboard". Considered unsportsmanlike conduct. AFT - Commander skill Advanced Firing Training. (before commander skill rework) Aft - Toward the stern of the ship. Alpha - 1) From Alpha Strike - The amount of damage a ship or weapon can do in a single strike. 2) Alpha Test - the first semi-public phase of World of Warships development. Amidships- The middle of the ship, roughly half way between the bow and the stern. Anchor - In battle, a position — typically on or near a flank and usually next to an island — that forces the enemy to deal with the anchor ship in order to win the flank. Angle-ed -ing - Orient a ship at an angle to the enemy such that the profile is narrow and the side armor presents a sharp angle that will bounce most shells. AP - Armor-Piercing shells. Ammo article. AR - Commander skill Adrenaline Rush. Area Denial - A spread of torpedoes that is used to deter or prevent an enemy or group from entering a desired location, or a consumable (esp. radar) use that prevents a ship from occupying or pressures a ship out of a location. B Term Definition Baguette - Nickname for ships from France. Bait-Dodge - A technique used primarily by cruisers and gunboat destroyers where a player baits the enemy to take a shot at his ship, only to evade, thus negating most or all damage. Balans - from 'balance' A term used ironically in reference to Russian/USSR ships being powerful. Banzai - Japanese equivalent for "WITNESS ME" i.e. suicide attacks (Ramming, YOLO rush). Sometimes accompanied by the war cry "Tenno Heika Banzai!"(Long live the Emperor!) Battery - A group or organizational unit of guns, usually by caliber and purpose. A battery is usually controlled by a common director. Battle Line - A continuous area of influence that extends between ships in a given sector. Advancing the line applies pressure to the enemy while pulling the line alleviates pressure. BB - Battleship. Beam - The breadth of a ship's hull at its widest point. BFT - Commander skill Basic Firing Training. (Before commander skill rework) Big Mamie - The nickname of the Tier VIII premium battleship Massachusetts. Blap - To do a large chunk of damage to an enemy ship. Blindfire - Salvos fired against a target that cannot be seen from the firing ship. Often done as counter-fire against a ship obscured by smoke. Boggzy - A WG-CC @Boggzy who has his own podcast, twitch streams, and also casts live KoTS commentary. Bot - A game-directed combatant. In a PVE mode, one side in battle is composed of bots. Bote - A joking reference to a ship. (A ship is not a "boat", so the misspelling.) Bounce - A shell hit that ricochets off the target due to the impact angle. Bow - Front of the ship where the porpoises hang out when underway. Bow in / Bow-on / Bow tanking - Facing the bow of the ship directly at the enemy. The orientation restricts the number of guns that can bear, but reduces the ship's target size and forms sharp angles that tend to deflect incoming projectiles. Bracket - When a well-aimed salvo misses to both sides of the ship due to dispersion. Brawl - A close-quarters engagement between ships. Some ships are better than others in this capacity. BRB - "I'll Be Right Back" Broadsiden. - 1) The long ("broad") side of a ship. Turning the ship's broadside to an enemy allows the greatest number of main battery guns to target the enemy, but presents a large, flat-faced target in return. The opposite of angled. Shells arriving perpendicular to a broadside are much more likely to penetrate than shells arriving at a sharp angle. 2) A salvo of all main guns that can bear on a target. Buff - To increase the effectiveness of a ship or mechanism. BZ - "Bravo Zulu" or "Well done". C Term Definition CA - Heavy cruiser. (The 'A' comes from 'Armored', but the post-WWI CA is distinguished by the larger caliber of its guns.) Generally assigned an anti-cruiser role. Camp-er -ing - To sit in one spot for the majority of the game. Usually pejorative. Cap - from 'capture' - n. 1) An objective circle. 2) The capture of an objective circle. v. Short for capping. 3) Name for a WoWS mascot with a playlist centering around "Cap" and his friend "Fishy" Capping - Attempting to control or capture an objective area or enemy base by occupying it. Carry - To perform far better than the rest of the team in an effort to secure a victory. Carwash - The soaking of an enemy ship with seawater splashes from shells that fail to hit. See 'bracket'. CBT-er- Closed Beta Test — an early period in World of Warships development following Alpha test. The test period was by invitation only. CC - Community Contributor. Community Contributors are players who assist and help other players of World of Warships, such as showing off their love for the game over their Twitch stream or by posting YouTube videos, running a fan site or Facebook page providing helpful answers, writing guides, running in-game events in our contest area, etc. They are basically players who voluntarily dedicate time and energy towards their love for World of Warships and in doing so, improve the online community experience for others! (side note: o7 to all of you CC - appreciate your hard work) CE - The commander skill Concealment Expert. Chad - Taken from a meme, this is similar to a "YOLO" rush, in which a single ship rushes forward to engage enemy forces. Chunk - A noticeable amount of damage, but not crippling. Cit / Citted- Citadel hit. Citadel - n. The vital areas of a ship containing engines, machinery, magazines, etc. v. To penetrate the citadel and explode within, causing great damage or 100% of the shell's maximum damage. Citadel City - A ship that is easy to citadel such as Emerald, Kuma, Omaha, Shchors, Hawkins, Mikoyan, Italian cruisers, British "Heavy" Cruisers, and "Light" Cruisers. These ships are preferred targets for early elimination. CL - Light Cruiser. A cruiser with smaller-caliber guns. Generally assigned an anti-destroyer or anti-air role. Clam digging - Running aground. Close inspection of an uncharted island. "Pulling a Notser". Cockpit - The place where the crew and the stewardae have their parties. Oh wait. That's World of Warplanes. NVM. Cockbote - Nickname for Tier X USN cruiser Worcester (rhymes with 'rooster'). Consumable - 1) Items that are expended in battle, notably signal flags and single-use camouflage. 2) A class of equipment that provides new or enhanced capabilities to a ship and is consumed in battle. Council - Nickname for Tier IX French battleship Jean Bart (due to her large amount of secondaries on her stern). Crossfires - Intersecting lanes of gunfire that make it impossible for the enemy ship to effectively angle. CTD - "Crash To Desktop". CV - Aircraft Carrier. (haet cv) D Term Definition Daily shipments - Small gifts for logging in each day - usually available with the advent of a new event. Damage Farming - Doing damage to enemy ships as the primary objective, possibly at the expense of team objectives such as winning the battle. Damage Saturation - When a part of a ship has sustained damage equal to its health pool. DB - Dive Bomber. DCP / Damacon - The Damage Control Party consumable or its use. DD - Destroyer. DE - The commander skill Demolition Expert. Death ball - A tight huddle of ships intended to protect against air attack by overlapping AA auras. Mutual defense is good, but a death ball is not recommended. Deleted / Deletion - When a healthy ship is destroyed instantly; see "Devstrike," "One-shot". Derp - Acting without skill or critical thought. Typically used by players to acknowledge a silly mistake (either in the battle or in chat). Derpitz - Nickname for Tier VIII premium KM battleship Tirpitz. Des memes - Nickname for Tier X USN cruiser Des Moines. Desync - A bug that some players experienced lag, i.e; delayed firing, delayed movement, sudden damage taken especially when high ping occurs. Detected / Detection - The enemy obtaining enough location information to target a ship. Detonation - A massive explosion caused by ignition of a magazine that destroys the ship. In Random battle it awards an achievement to the detonated. (The Juliet Charlie signal prevents detonation.) Devstrike - Short for "Devastating Strike". DFAA / DF - The Defensive AA Fire consumable. Disconnect / DC - When a player disconnects from the battle, whether accidentally or intentionally. Results in AFK. Disengage - Break contact with the enemy. Dispersion - The spread of shells fired in a salvo, typically described by the lengths of the axes of a containing ellipse. Vertical dispersion (the major axis) being the distance between the farthest and the closest shellfall (re: the firing ship), and horizontal dispersion (the minor axis) being the distance between farthest shellfall left and right. Doubloons  - A currency in World of Warships, similiar to WoT/WoP Gold. DPM - Damage (health points) per minute. Usually refers to the damage output of anti-ship batteries. DPS - Damage per second. Usually refers to the damage output of AA batteries. Draft - How deep the ship sits in the water. The distance from the waterline to the lowest point of the ship. E Term Definition "Earn your trusty flags" - "Detonation" - Earning flags from getting Detonated. (The Juliet Charlie signal gained from detonation.) Economy - The earning and spending of the many in-game currencies. EXP - Elite XP, or ship experience on Elite ships. ECXP - Elite Commander XP - experience earned by elite (19-point) commanders. ECXP farming - er - A player who uses 21 skill point commander on premium ships, with signals, with premium account, and other bonuses whose desired result is to farm high Elite Commander XP for the captains uses. Also a very effective way to gain the resource. Elite ship - A ship that has all of its modules, and all dependent ships, researched or unlocked. The term usually refers to tech tree ships as premium ships are always Elite. F Term Definition Farming - Taking advantage of a situation to accumulate a desired result. e.g. damage farming, farming fires. FDR - Abbreviation for "Franklin D. Roosevelt" tier X American CV (haet cv) Fighter - An aircraft designed and tasked to destroy enemy aircraft. See Aircraft. Fish - Torpedoes. Flank - An outermost side of a team's battle line. Flanker - A ship whose attributes make it ideal for holding or exploiting a flank. Float - v. The opposite of sink. A desired practice for a ship and her crew. n. A ship that maintains a position usually around the center of a battle formation for screening and line integrity. Focus Fire - Organized and repeated fire against a single target in the attempt to sink it or force it to run away. Frag rate / KDKill/Death Ratio. - How many kills (frags) you have vs. how many times you fail to float in battle. Freeboard - The height of a ship's side above the waterline. Fun and Engaging - Traditional phrase expressing frustration over a game mechanic. "Detonating is so fun and engaging." or also mean being focused by a CV. (haet cv) "Furry Taco" - Nickname for Tier V IJN cruiser Furutaka. G Term Definition G2G / GTG- "Got to Go." Gaishu - Gaishu_Isshoku. Probably the best WG-CC @Gaishu_Isshoku in terms of stats, running his own twitch streams. And also runs his own professional clan. GG - "Good Game". Also Big Grin. A sportmanship abbreviation for "Good game" GLHF - "Good Luck and Have Fun!" Also a sportmanship abbreviation for wishing well for teammates and/or enemies (!) alike. Going Dark - The act of disengaging or going back into concealment. Gold - A World of Tanks currency. The equivalent in World of Warships is Doubloons . Grind - The amount of time and effort it takes to play and progress through the tech tree, missions, or campaigns. Gun Bloom - When firing the main guns there is a "bloom" of fire and smoke that can be seen from afar. As a result, the ship's detection range "blooms" to the maximum range of the guns for 20 seconds. (Secondary and AA batteries do not bloom.) H Term Definition Hapa_Fodder - WG community manager @Hapa_Fodder and "Praefecti" for NA server. Also a well-loved mate in WoWS, USN Military vet, and history buff. He also runs NA community streams, usually with a guest. Hard Cover - An object, such as an island, that breaks line of sight or protects ships from incoming shells and torpedoes. Hard Spotted - Being spotted by a ship within the player ship's detection range. HE - High-Explosive shells. See the ammo article. Hold - A hold is usually near the center of the map near an island and is positioned for supporting fire on one or more capture points. HUD - Heads Up Display. Hull - The part of the ship that makes it float. Hydro - The Hydroacoustic Search consumable. I and J Term Definition iDuckman - A Wiki editor @iDuckman edits wiki and also helps players out on forums. Very friendly and quackable....er, should I say lovable.(About: 🦆 iDuckman 🦆 is an over-educated rules lawyer and a proud Texan — the not-laconic type. He loves his cruisers. Rumor has it that the witch, Salem, is considering his proposal of marriage. [<hiss> Get away from him, you witch!] (Naively, Sir Ducken believes that he owns a cat.) On the wiki, 'Ducky' sticks mostly to the rules pages, trying to keep up with ongoing, constant, never-ending improvements. Sir Ducken is the Deputy Team Lead. 🦆) IGN - In Game Name. IJN - Imperial Japanese Navy. Impregnator - Lewd nickname for Tier IV VMF battleship Imperator Nikolai I. Island hugging - Hiding behind an island for cover. Usually in an Anchoring or Holding position. K Term Definition Kek - Alternative to "LOL," indicating amusement. Kiting - The act of moving away from a superior chasing enemy while engaging them, thereby maximizing the risk/reward factor. Knot (Kn) - A unit used to measure the speed of ships on the water. 1 knot is equal to 1 nautical mile per hour. 1 nmi = 1.15 mi = 1.85 km. KoTS - "King of the Sea" a tournament run independently. First started by EU players, and now a WoWS well-known name where top clans from all servers compete for the top. KM - Kriegsmarine (Germany). KMS - A ship of the Kriegsmarine. "KMS" is not used in German. Presumably of an Anglophone source attempting to simulate the non-existent German term "Kriegsmarineschiff" or "Kriegsmarines Schiff". KS / Kill Steal - A misguided accusation for the act of eliminating an enemy ship without "earning" the kill. L Term Definition Lead - v. To aim a distance in front of or behind the target to counter its speed and direction. n. the amount offset. Lemming - A small rodent that inhabits arctic and sub-arctic tundra and taiga environments. Lemmings are believed to migrate as a large, mindless horde. Lemming Train - A group of ships that travel together in close proximity to one area or objective, often neglecting the capture of strategic points and leaving other ships without support. Lert - The black cat. @Lert (Lert is the black cat you see pawing around in the forums and also a friend of mouse, helping her with ship reviews and such) "LL / Load Lock "Late Load" - A frustrating glitch where the ship gets hung up on the battle load screen instead of entering battle with the team. The hang-up can last several seconds or the entire match. Killing the game client and restarting will usually bypass the glitch, but takes a while itself. Failing to enter battle can result in an unsportsmanlike conduct warning. Lit up - Spotted by the enemy, usually with radar. lol/LOL- "Laughing Out Loud", "Laugh Out Loud", or "Lots of laugh" Lolibote - (derived from Japanese slang) A destroyer. LOLcit / LOLpen- Receiving a citadel or penetrating hit from an unlikely angle. LoS - "Line of Sight". Lord_Zath - A certain skilled WG-CC @Lord_Zath which is calm, kind, and fun. (About: Lord_Zath was one of the first members of the EN wiki team, joining at a time when most wiki pages were but empty shells. His passion for photography quickly earned him the position of "resident wiki screenshot guru". Zath is also a Supertest Coordinator and a Community Contributor. An avid fan of World of Warships, he aims to teach players as much as he can with his streams on Twitch and his YouTube channel. You can see some of his favorite death pics on Twitter or join his Discord (https://discord.gg/5y2Nrx7) to submit replays your most epic replays!) LWM - LittleWhiteMouse, another skilled WG-CC @LittleWhiteMouse which is downright hilariously funny. (About: LittleWhiteMouse got her start writing guides on the North American forums. When she's not collecting skulls for her daddy's comfy chair or stuffing a certain black cat into a box, much of her time is spent working on reviews of premium ships for Ship Comrade.) M Term Definition Magazine - The area where explosives and ammunition are stored, usually in close proximity to the guns. Hits on this armored storage room are understandably deadly. Main - Usually prefixed with a type of ship, e.g. "DD main", "PVE main": A player who prefers and mostly plays a certain type of ship or battle mode. MalteseKnight - A skilled WoWS player @MalteseKnight known to be nice and friendly. He also has his own twitch streams. (fan of him) Meme-o-taur- Nickname for Tier X RN light cruiser Minotaur. Meta - The common practice in outfitting ships and fighting them in battle. "Ship X is ineffective in the current meta." Often references a map strategy such as camping or island hugging. MM / MatchMaker- The game's matchmaking system that groups players together for battle. MN - Marine Nationale (France). Mods - 1) Moderators - Forum moderators who maintain order in the forums. 2) Modifications - 3rd party game modifications that alter the game in some way. Some are illegal. Legal mods are often bundled in such as WoWS' ModStation and Aslain's Modpack. Mong Rush - Similar to Shoving, except with the bulk, if not the entirety, of your team's ships, all in one concentrated blob. MvP - "Most Valuable Player" MvR - Manfred Von Richtoffen N Term Definition Nerf - Decrease the effectiveness of a ship, a characteristic, or a mechanism. NS - "Nice Shot." NVM, nvm - "Never Mind." O Term Definition o7, <o - A text emoji representing a salute, typically used as a sign of respect. [O7] Devastating Strike - A Hurricane league professional clan which is made up of highly skilled players located on NA server. Accomplishing achievements such as multiple #1 in KoTS (King of the Sea) events, WoWS tournaments, and also finished off #1 in Verizon tournament of 2020 Global. OBT - Open Beta Test -ing -er: An early period in the game's development, after CBT. OOR - "Out Of Range." OM - Over-match OMW - "On My Way." One-shot - To destroy a healthy ship with a single salvo. May involve detonation. Op - Operation, syn. scenario, one of the choices in the Scenarios battle mode. OP - 1) Original Post -er in a forum thread. 2) Overpowered - Said of a game ship or mechanism that is unfairly powerful. 3) Over-Penetration. Open-Water Fighter - A ship who's gun arrangement or survivability is better suited for fighting in the open ocean, vs. using terrain. Ordnance - Generally, weapons. Usually, what is delivered by weapons: shells, torpedoes, bombs. Overmatch - A game mechanic in which large-caliber armor-piercing projectiles ignore thin armor on impact, regardless of angle. A shell overmatches a piece of armor if its caliber exceeds 14.3x the armor's thickness. See this table. Overpen - Over-penetration: A shell hit that passes straight through a ship without doing significant damage. See penetration mechanism. Awards a hit ribbon. P Term Definition PA - Pan-Asia Pasta - nickname players give to italian ships Paint Scraper - A torpedo that passes close enough to scrape paint from the hull. Pen / Penetration - When a shell passes the target's armor and explodes inside for significant damage. Perma fire - A fire on a ship that has recently used its Damage Control Party consumable, meaning the fire will deal considerable damage. Sometimes applied to flooding. Pink, pinked - The result of a penalty for unsportsmanlike conduct: the player's IGN and ship icons are colored pink. Poi - The infamous tic of an animé character. [1] The word has no meaning. Pop-es -ing - A consumable has been activated or used (Ex: "I just popped DFAA"). Port - 1) Nautical term for the left side of the ship. 2) A protected place to park the ship. Port Screen - The main screen of the World of Warships user interface. Potato - A poorly-skilled player. Not always pejorative. Preemptive launch - A salvo of torpedoes toward where an unseen target is predicted to go. Often used for area denial. Pressure - Attacking an enemy ship to achieve a desired outcome. That outcome includes but is not limited to; stopping a push, distraction, etc. Proximity Spotting - (sometimes Proxy Spot) Detecting an enemy by being within the assured detection range, which overrides all concealment. Detection. PQ - abbreviation for a twitch streamer Potato_Quality @Potato_Quality, the player is one of the best BB players in WoWS and also has his own YT channel with rich content. "Pulling a Notser" - Grounding the ship on an island, sometimes intentionally. Coined for WG-CC and YouTuber, Notser. Push - Moving closer to the enemy in an attempt to gain ground (or sea water) against them. PVE - Player vs. Environment; used to refer to Co-Op battles or Scenarios, where players fights game entities rather than other players. PVP - Player vs. Player; used to refer to Random, Ranked, and Clan battles, where players fights other players rather than game entities. Q and R Term Definition Railgun - A semi-joking term used to describe guns with very good ballistic performance and penetration, esp. Russian. Ram - To perform an intentional collision with an enemy, usually resulting in the destruction of both ships. Can be an effective tactic. "Ramming Speed" - A term used by a player meaning that the players ship is on course and speed for a ram. (From a classic) Random Torp(s) - An unexpected encounter with torpedoes, though said torpedoes may not have been aimed at the encounterer. Too often, wayward torps from an ally. Rekt - Wrecked. Badly damaged or destroyed. "I pushed around the corner and got rekt." Reverse Push - Reversing toward the enemy in a way that all of your firepower can be used while also giving your ship a viable escape. A form of kiting. RL / RDF - Commander skill Radio Location, a.k.a. Radio Direction Finding. RM - Regia Marina (Italy) RN - Royal Navy RNG - Random Number Generator, the output of which controls many occurrences in World of Warships. RNGesus - The embodiment of RNG. Praying to him for good luck in battle has a 50% chance of not working against one. Rounds - Shells. Ammunition. Rudder - A large flat surface used for steering a ship to port and starboard, usually located beneath the stern and behind the propellers. Russian Bias - A term used ironically in reference to Russian/USSR ships being powerful. S Term Definition Salt-y - What an angry player spews in chat. Screening - Advance ships scouting threats for larger ships. Sometimes, providing a smoke screen to help another ship break contact. Seal Clubbing - When a veteran player ventures into low tiers to fight inexperienced players — a controversial, if fun, practice. SeaRaptor - A certain skilled, lively, friendly WG-CC @SeaRaptor in WoWS. (About SeaRaptor: Joining the community in open beta, SeaRaptor00 also hails from . Having served his time herding kittens that just happen to look a lot like the other wiki staff, he is now semi-retired, though, as a self-appointed Apostle of the Church of Hindenburg, he still edits wiki pages. When not sinking ships on behalf of the Kriegsmarine or mining the game client for images, he can occasionally be found on Twitch casting competitive matches of World of Warships, such as King of the Sea. Also best friends with Lord_Zath, another well-loved WG-CC) Shadow - Following an allied or enemy ship using concealment to remain undetected. Shooting the bow - Passing close in front of another ship's bow. Shooting the Stern - Passing close behind another ship's stern. Shove - In competitive modes, a tactic involving a push up a flank, typically with cruisers. Sigma - A number representing the probability of a gun's shells falling close to the point of aim. The higher the more likely. Silver - Credits. Smoke Camping - Sitting still inside a smoke screen. Sniping - Typically, a battleship far from the heart of the engagement trying to hit enemy ships that are more than 15 - 20 km away. Not a popular tactic with teammates. Soft Cover - Something that obscures a ship from detection but does not protect from ordnance. Ex: smoke screens, weather. Spawn - Where on the map a ship or team starts a battle. "On X map we spawned in the NE corner." Spec-ed - 'fm. specialized' What a ship/captain is specialized for. "I'm spec'd for AA." (haet cv) Squat-ing - Hold a position, undetected, early in a battle to exploit a hole in the enemy lines mid-game. ST - Super Tester, a player who has volunteered to assist Wargaming in testing the game, and thus has access to unreleased ships - but also agreed to a Non-Disclosure Agreement about them, and cannot discuss them with non-ST players. Statpadder - Refers to someone who uses certain ship to inflate stats. Statpadder's stats may give a artificial picture of the player, making him seem better than he actually is. Also see Seal Clubber Starboard / STBD - Facing forward toward the bow, the right side of the ship. Stats - Player statistics. Stealth torp - Launching torpedoes while undetected. (The best way to launch torps.) Stern - The rear of the ship. The propeller(s) and rudder are located under the stern. Strats - Battle strategy. Stream sniping - Following the Twitch Livestreams of Community Contributors in the hopes of ending up in the same match as them. The ultimate goal is to find and sink them. Often considered poor sportsmanship. Superstructer - Structures on the deck of a ship. T, U, and V Term Definition Teamkill, TK-ing -er - Destruction of an ally, resulting in penalties. See this article. Tech tree - The ships of a nation organized by type and tier. Higher tier ships are more powerful. A player progresses upward through the tiers. Tedster_ - A wiki editor (About: Tedster is the other resident black cat, a wiki team member (and former lead wiki editor), and a supertest coordinator. He is a battleship player who started during the 2nd wave of closed alpha in June 2014, and he is probably whining somewhere about the simplification of the game over the course of testing and release or is making "back in the day" comments. When not attempting to citadel destroyers with whatever battleship is currently being tested, he plays artillery for the current top NA Clan Wars clan in World of Tanks, while also spending way too much time playing Kantai Collection, or reading Friedman-level tomes for entertainment.) "That's a Paddlin" - Phrase used by WG-CC 'The Mighty Jingles' to describe the often poor results of thinly-armored ships presenting their sides to hostile battleships. Tomato - A pejorative term used to describe players who have poor win rate/PR statistics. The term is derived the the color coding used by stat-tracking websites and mods, which display low or bad statistics in red. Torpedo belt / bulge - A specialised armor zone on the lower hull of a ship designed to mitigate torpedo damage. Torpedo Soup - A bunch of torpedoes churning up the sea. Torpedo Beat / Torpbeat - Skillfully maneuvering through torpedo soup without being rekt, especially to the sound of eighties European dance music. Torps / Torps out - Often, a chat warning to friendly ships that a ship has launched torpedoes behind friendly lines, and to take care to avoid them if possible. Turn-out - When a ship reaches a certain position on the map, putting itself at an angle where it can begin kiting once contact is made with enemy forces. TY - "Thank you" U2 - "You too." Unicum/Unicorn - 1) A highly skilled player, as evidenced by remarkable stats. 2) A name for one of the top players in the game, in terms of personal statistics. Usually refers to Winrate and/or PR Stats. From Latin ūnicus. USN - United States Navy VMF - Voenno-Morskoj Flot (USSR) W Term Definition Wall of Skill - A large wave of torpedoes, usually from a Japanese Torpedo Destroyer. Ironic. Wallet Warrior - A premium ship player. It can be used to describe players who buy a lot of premium ships, or pejoratively to describe inexperienced players who buy their way into the higher tiers by using a premium ship. Warcanoe - Nickname for Tier V premium ship destroyer Okhotnik. WASD - The principle keys controlling the direction and speed of a ship in combat. Often used to refer to maneuvering to avoid damage. "I used WASD hacks to dodge that wall of skill." Waterline - The perimeter area of the ship just above and below water. WG / Weegee - Wargaming.net. Weevee - Nickname for Tier VI premium ship West Virginia. Wide / Narrow spread - The choice of spread between torpedoes. Typically a narrow spread is preferred against a specific target. Wide spread is used for area denial or hunting destroyers in smoke screens. (On some DDs the choice is between wide-ish and single-shot.) WITNESS ME - "I'm going for the ram!" WITNESSED - Acknowledging a successful ramming attempt. WoWs - World of Warships. WP - "Well-Played." An abbreviation for a sportsmanship term congratulating your teammates or enemy teammates for a "Well-Played" tactic, maneuver, or strategy. X, Y, and Z Term Definition XP - Experience, used to research (unlock) ships and modules. YOLO - "You Only Live Once" — the necessary battle cry to let the team know that the player who just typed it into chat is about to do something very brave or very dumb (suicide charge). Zone-out - Using islands to prevent certain enemy ships from engaging your ship.
  7. Greetings Fellow World of Warships Commanders! My name is Iolair, and I’m the host of a YouTube channel featuring educational and entertaining content about WoWs. I’ve been an active player of the game since August 2016 with the experience of nearly 15K random battles. I opened my channel in March 2018 which now has more than 250 videos. I feature content with guidance and education, news and information, reviews of ships, and commentated replays which highlight instructive and entertaining gameplay. Many replays are provided by fellow players like yourselves from the NA, EU, and SEA servers. I invite you to stop by my channel and review what it has to offer. I’ve included here a playlist of sample content, featuring the channel trailer, news from the WoWs Development Blog, a ship review, guidance for secondary builds, a GK funtage, a channel update, plus a few replays, including a multi-perspective “division” replay with a nail-biting ending. I hope to see you out there on the virtual seas, and I wish you happy sailing! Channel https://www.youtube.com/channel/UCIBGWHC8KiYDAVownJaZCoQ Sample Videos https://www.youtube.com/playlist?list=PL5-8bdoZQUN1vU24SFRnFycpUjNwr7DD
  8. OK, this makes absolutely no sense to me! Suddenly, I have 4 World of Tanks coupons that were all generated at the same time (based on how long they are good for). They are all for 10% off and good for the next 5 days, 23 hours, and some minutes+seconds (at the time of this post). I played World of Tanks a few times a long time ago, didn't really like it and then discovered (re-discovered?) World of Warships. Not seeing the sense, I dropped a ticket to support. I actually use my WoWS coupons, spending money on the game, so I figured there was a goof and they were intended to be a coupon or two for WoWS. Nope. I got the following response: "Hello, Thank you for contacting Wargaming Support. Please note that all the coupons are added by the system automatically. All offers regarding our marketing campaign are provided to players once certain criteria have been met, and certain players will receive some offers and others will not. We are not eligible to disclose aspects of such accounts choices, as well as algorithm work specifics. But it is still possible that you will receive coupons for the World of Warships in the future! If you have any further questions or concerns, let us know! I wish you the best of luck and much success on the battlefield. Kind regards," I guess the "certain criteria" I met was not playing WoT for.. a year? perhaps longer, and never spending money on the game. This will not benefit WG in any way. The "certain criteria" I would expect to have met would be something along the lines of "he spends money, we've got new ships in the shop, let's drop a coupon or two and perhaps he will buy another ship or two". This would probably have generated some money for WG. I mean, why would someone who hasn't played WoT suddenly decide to make 4 purchases within 6 days? Oh, wait.. they wouldn't. <vent=off> Jim
  9. For a little bit of comic relief, I ask my follow forum readers the following question with evidence... What was your brown alert moment in a WOWS match??OR what was the best brown alert moment you gave to an opponent? In today's replay, one such event happened ... I would like to share the comedic events with the public. Background on the replay... (spoiler alert). Its a loss I tried at least. I lasted 11 min I took out the Puke of York for the LOLz and grinding out the campaign. Dont get triggered for the abuse of HE.. The "brown" alert happened when the red ship in "Halloween Disguise." Tried hard to outsmart me.. "Tried" was the best way to put it. The file is here. 20201008_211741_PBSB527-Duke-of-York_46_Estuary.wowsreplay Enjoy. BTW Be happy I am not gas lighting on the flat tops... They're still disproportional in DMG dealing (close second, high tier BBs). Que sera sera.. GL/HF
  10. (I have a 2014 Mac Pro) It works just fine but its a MAC) Well, Ive played almost 5000 games and I love playing WOWS, but this most recent update may be the end for me and this game. Ever since I downloaded WOWS 2 years ago, Ive encountered problems running it. Crashing every 2-3 games, sometimes every game. Slowly lowering all my settings just so I could get minimal playing graphics. I mean its always laggy but I still enjoy the game and I understand that when I play. Unfortunately, its not the new update that has [edited] me. Its the CV update. Whatever you may think of the new CV update, it requires a higher level computer to run. I know this because if there is a CV, and it comes to fight near me. The whole game goes to crapand it has a 50/50 chance of crashing. When there is no CV in the game, it runs just like before and I can get 1-3 games in before a crash. However even then its so laggy and crapthat i'm a detriment to my team. I actually like the direction the CV update went (even Eurobeat likes it and he quit the game) but there are always players playing CVs and now im [edited] cause I just simply cant play the game anymore. I mean I could, lagging everywhere, screwing my team and playing like crapbut Im competitive and want to be a good player. so no, Its done. its over. Time to watch flambass and noster to slowly bleed myself out. Maybe when I get a new computer, Ill look at a different one than a mac, but thats unlikely cause I really like them. You just cant game. ALSO BUFF the [edited]ROMA, its unplayable but I love it. And at some point you cant hit anything between 0-10 km
  11. IMO, the ability to use defensive measures such as smoke as an offensive weapon is something that needs to be addressed. Being able to aim out of smoke and rain shells on targets and yet, somehow, be completely hidden from your adversary is like using a one-way mirror to win a gunfight. Or like having technology that didn't exist at the time like inferred. It doesn't make sense and frankly, it becomes more of an irritation to players who have to deal with this weird game mechanic that is abused by players far too often. To make the situation worse, since you can't see the target in smoke, shell dispersion is at its maximum limiting the effectiveness to stop the never-ending stream of death raining on you. Many of you know which cruisers I'm talking about and at tier X this mechanic is unavoidable showing up in almost every match, sometimes in force when 3 or 4 of these ships are on the same side. Yes, its the cruiser smoke/ HE spam meta, and it has got to go. I have some suggestions, however. What I'm suggesting is to force commanders who use the smoke consumable to use the minimap to try to land shots on their targets. If you are good at it you could apply some pretty good damage. However, using optics to pinpoint targets while in the cover of smoke would not be possible in the same sense it would not be possible to see a ship in heavy smoke. Let's be real, smoke works no matter what direction to look through it. A second option is to add an effect in-game that a ship in smoke would become visible for .25 seconds when firing its guns. This would be similar to how the ship would light up when the flash of the guns illuminate the area. This effect could essentially make a ship in smoke to be completely visible if it has a high rate of fire. This mechanic could also be applied to the ships outside of smoke making them visible for the .25 seconds to the commander in smoke as well. In this case, optics could be used to attempt to land shots. The third option would be to do a combination of the previous two suggestions. These suggestions would make smoke a defensive measure again forcing commanders to decide if it is worth the risk to shoot. Give commanders the option to shoot out of smoke in an attempt to apply damage if they see the opportunity, but don't give them free rain to apply massive damage almost unchallenged. Let me know what you think.
  12. Is this true? @Hapa_Fodder and @Boyarsky If it is true and you will stream that. IT WILL BE EPIC!!!!!! (take my whole wallte!) Optimus Prime Bumblebee Megatron Rumble (4 ships like AL collab) " "Wargaming and Hasbro are bringing the Transformers to the popular naval combat game World of Warships in a new crossover event. The Autobots and Deceptions will engage in a new theatre of war later this year as part of a Transformers crossover event with World of Warships on PC and World of Warships: Legends on mobile. Both Transformers factions will be added the hit naval combat games as themed ship skins and commanders this September. At launch, Optimus Prime and Bumblebee will represent the Autobots, and Megatron and Rumble will fly the flag for the evil Decepticons. source: https://www.thumbsticks.com/transformers-roll-out-to-world-of-warships-08032020/ PC (tier X: Montana, Kurfust, Kahba and Gearing) and Legends (tier VII)
  13. XXRed_DawnXX

    New Premium Ships Ideas

    Ever since I joined WOWS some time ago, I've been grateful that WarGaming keeps rolling out new additions in the form of Tech-tree ships, and Premiums. However, despite adding so many amazing ships to the game; there are so many more that should have been added sooner if not, be considering adding to the game if not part of an extension to a tech-tree, at least a premium. Assuming that Wargaming will add British CV/DD tech trees, a Russian BB tech tree, French BB/DD tech trees, Italian BB/CR/DD tech trees, a German planned carrier tree, and a Japanese carrier tree extension that will all hopefully be added to the game soon. What ship(s) do you think they should add into the game. If it's not in the poll, feel free to respond in the comments. Here is some info on some of the ships in the polls: 1. USS Laffey (DD-724) - An Allen M. Sumner-class destroyer that was commissioned in 1944. She gained the nickname "The Ship That Would Not Die" for her exploits during the D-Day invasion and the battle of Okinawa where she successfully withstood the most unrelenting kamikaze air attacks in history. She survived WWII and remained in service until 1975 and is currently a museum ship in Patriots Point, South Carolina. 2. USS Samuel B. Roberts (DE-413) - A John C. Butler-class destroyer escort. Commissioned in 1944, she famously participated in the Battle off Samar as part of a small task unit known as Taffy 3, fighting against a large Japanese battle force outnumbered by more than 2 to 1. She severely damaged several cruisers before she was sunk with 90 sailors lost. For her courageous actions against heavily armed adversaries more than twice her size, she became known in navel lore as "the destroyer escort that fought like a battleship." 6. IJN Yahagi - One of the four Agano class light cruisers, she participated in the Battle of the Philippine Sea and the Battle of Leyte Gulf (she escaped both battles undamaged). In April, 1945, the Yahagi and eight destroyers screened the Japanese flagship Yamato as part of the failed kamakaze mission Operation Ten-Go and along with the Yamato, was one of the six ships sunk by carrier Task Force 58.
  14. A translated clip from a sponsored collab stream, between two Japanese vtubers, Shirakami Fubuki and Houshou Marine, playing WoWs. ASUS also pitched in, loaning a gaming laptop for the stream (obviously for advertisement, lol). I actually watched the whole stream live, on Youtube... lel. They played one Tier II Coop game in a division, then hosted two Tier II Training Room battles, inviting players from their audience to join in: Team Fubuki versus Team Marine. First match was "torpedoes only, using DD's" and second was "guns only, using cruisers." You can actually see some of the invited players from the audience are WoWs veterans, by their enblems, the Lutjens captain's red colored shell tracers, and a full combat signal flags load out on their ships... lul. So cheeky of them... at Tier II... what a bunch of show off's, lal. They were both using fan-made voice mods of themselves. The mods can actually be found on WoWs forums, from here and here, courtesy of a player from Japan named @ROKA_na. Thanks, ROKA. Awesome stuff. Original one hour stream, from March 15th:
  15. Out of these gamemodes, which would you choose? NOTE: Some of these game types are potentially already being added, or are never going to be added! These are simply suggestions for what I’d like to see be added, and I am wanting to see what gamemodes people agree should be added! If you don’t agree with any of these options or notice one that is currently being implemented or is already implemented, then don’t call me out on it as I am aware that some of these are being added already!!! Randoms Deathmatch - Is a mode where two teams fight to the death. There is no secondary objectives like capturing a certain point on the map or capturing the enemy base, you simply sink the enemy ships. Potential benefits: Could result in additional options for clan battle gamemodes, could be an additional game mode for more diverse game play. Historical Deathmatch- Is basically the same thing as the previous suggestion, but the ships you play as will determine what team you’re on. (For example, One team will consist of ONLY German, Japanese, Italian and SOMETIMES Russian ships [including premiums of those nations), and the other team will consist of ONLY US, British, French, and SOMETIMES Russian ships [including premiums]. Ships of other nations [such as pan Asian and Pan American/European ships] will go on the teams that the ships were historically allied with.) Potential benefits: could draw in more players who are interested more in historically accurate battles, could be another variant of gamemode for clan battles. Capital ship Deathmatch- Can have a historical AND random version. Similar to Deathmatch, but there is a main objective AND secondary objective. Primary objective is to sink the capital ship. (This ship is a randomly selected player who becomes the primary target for the enemy team, and the objective that needs to be defended at all costs.) The capital ships on each team could receive a form of slight buff in order to allow them to both stand out as the primary objective (like a unique color) and to allow them to last a slight bit longer as so the ship doesn’t blow up as fast. The capital ships would ONLY consist of battleships or carriers. The buffs the capital ships would gain would vary depending on what ship is made the capital ship. (For example, carriers could have planes with additional health or battleships could have a super heal that both heals the player ship, but also the any allied ships within 4 km or so of the ship.) The buffs could also vary based on the nation of ship. (For example, the German battleships could have super secondaries, or improved dispersion by say 40%, whereas Japanese battleships have a form of shield that is limited in use, or super armor piercing shells, or the British battleships could have super HE shells that can set five fires that burn for a slightly shorter amount of time.) Potential benefits: could be a new and fun game mode people are willing to play (if done right and balanced properly). Historical Convoy- Plays similarly to the Halloween Hotel Transylvania gamemode, but in this case it is several ships that one team (Consisting of British, US, French, and sometimes Russian ships) have to defend until either the entire convoy gets to the objective point on the map, or as many as possible get to the objective point, while the other team (Consisting of German, Japanese, Italian, and sometimes Russian ships) have to sink as many of all ships in the convoy. Potential benefits: The gamemode could be fun for random and coop battles, but not for clan battles, and would bring in history fanatics who want to see a realistic game mode. Free For All (FFA)- This is heavily inspired by the savage battles of 2019. The game starts where each and every player’s objective from the start of the battle is to be the last one standing or the one with the most points when the timer runs out. Potential benefits: Would be fun for random battles, and could bring in more players due to more gameplay features. With all that said, which of these would YOU like to see in WOWS? Feel free to explain your choices, and also feel free to give constructive criticism as to why you think these gamemodes would or would not work and potential ideas as to fix the issues with them!
  16. The California will be coming to Warships legends soon, so I thought people who want it on computer should know and be expecting it.
  17. HeavenlyWind_

    WarGaming...

    Dear WarGaming, STOP NERFING THE GERMAN SHIPS!! Thank you.
  18. Like them or not, the community is really torn about CVs. I'm on the hate side, but I think i have a legitimate solution on how to keep them in the game, but make them 1) more rewarding 2) Increased danger 3) strategic in way that benefits all classes. This is my gamification of what I learned from watching a youtube video on the Battle of Midway and the struggles the CVs actually faced at the time. 1) Range Currently there is no range restriction. You can get in a squadron and just fly forever until you fire a few times or get shot down. There is no urgency to using the squad and no detriment to going to the wrong location or just flying forever to find that last DD when the rest of your team is dead. Where you fly should matter, and unplanned random discovery flights are unfair to classes that rely on stealth. The ideal distance would be between 14km - 18km depending on the type of plane used / country. This would become a stat that differentiates the carriers. They have stats now, but they all feel about the same. Range +1 km would also be a good captains skill as long as it's a choice between another valuable stat like faster flying or additional plane in a squad in the 4th tier. 2) Invincibility for average intelligence As long as you aren't a complete idiot, staying alive in a CV is really easy for the first 5 minutes minimum, and many matches it's easy to never even feel threatened in an even match. Decisions should have consequences. The range forces the CVs to move forward to deploy a squad (stay with me CV players). The idea that a CV isn't under threat during a battle is not based on anything but a lack of a realistic mechanic that works. 3) Plans instead of Spam CVs don't have 3 fully geared squads ready to go at any given time. Choices are made in advance. It should be at least as time consuming to attach a torpedo to a plane as it is swap between HE and AP. This also increases the value of pre-selecting the right type of plane to suit your current objective. Now, the CVs benefit from DD spotting more than they prevent DDs from being able to spot. Class balance is returning, and DDs are being given a chance to be DDs. Launching ships requires nothing right now and it shouldn't be so boring. When CVs are maneuvering, you aren't launching planes. Ideally, a squad should be taking off into the wind, but I would accept that it has to be moving at a minimum between 12kps and 18kps to give make launching a squad more meaningful. You can't just sit behind the island and spam from your magical deck of 3 ready to launch squads. There should also be time added when an unused ship needs to be stripped down from one use and converted. 4) In real life, explosions aren't an issue you solve with a signal When prepping for a strike, the CV is most vulnerable due to high-explosives being more exposed to shells, fire and shrapnel. This real life danger isn't represented. Shooting a CV feels like shooting a cinder block that operates separate from it's bombardment. CVs should be more susceptible to damage when struck on the deck with a squad being prepped. Maybe you thought having 40 torpedos on the deck that you might use later is save until one gets hit and a chain reaction kills you for littering your deck with explosives. This only works if there is flight setup time, but just adding arbitrary boring time onto the game feels like it would be arbitrary and boring... Call it redundant. Now, you start with a set amount of planes, and you can queue up their equipment set. Best of all, you can make choices. 5) Strategy and consequences Send all 50 at once for a massive attack, but now you have no planes equipped to be a fighter, so you are extra weak if the other CV comes after you. Might want to have 5 dressed out fighters on standby to defend your ship. Might not want to risk everything as you can the attack would be bigger, but not necessarily more ships sunk. That will be the most challenging gameplay balance. What is the incentive to risking more planes? Maybe you need 10 dive bombers and a 10 fighter escort. This is going to really ramp up CV strategy and create a higher skill gap then someone crosstorping using 1 move over and over again to set damage records, without ever being in danger of running out of ships or someone shooting their boat. If you lose a plane, it's gone and there will not be a magic plane building factory in the CV anymore. This might also help with that nightmare scenario when after a tough battle there is a team that has a DD and say a Cruiser both low on health, and the other has a CV that had 100 planes shot down and can now make a few more to kill the Cruiser with a DB and the DD with rockets... make from magic. If the CV stashed a couple away for an emergency, that's great, but he would have to sacrifice more defense or offense throughout if he doesn't utilize all of his planes earlier when they could have tilted the scales. 6) Fighters as spotters Sure, but they run out of gas and have to fly back, which means if you want them up for more than a few seconds, they have to start close to the CV. no more dropping a fighter on A 10 because a ship has terrible detectability by air and can't shoot the fighter down 12km away. This also would ideally remove the dpm types from crapping out a fighter on their way to flying on magic fuel. if you want a fighter, go for it, It will leave from your deck if you have one queued up, and it will probably die, then it's gone forever. Now they matter and aren't just another way to dump on the DDs trying to play. 7) DPM These changes obviously reduce the frequency of attacks, but they allow for bigger and more complex attacks. Fighters on a BB can get their butts kicked by the 10 that came along, but those 10 will probably get shot down. Bigger attack, bigger risk. 8) The dumbest thing The dumbest thing that is effective on this game is loading a plane, taking off, then immediately firing a third of the arms you loaded into the ocean so those planes will be ready faster... I get it. It's a game. But please remove this. This had to be on the list of nonsense you wanted to get out of the game, but ran out of runway to fix. You just sold a bunch of 'ships' for 25k dubloons... for Christmas. Make some runway, we deserve it and the guys that bought the PR paid for it. Best part is it's not a total overhaul. Rather than boost, you have range, you might consider burning range faster in exchange for boost, but the logic is minimal, the CVs gain more character, the DDs get to play the game again and if you suck... (the best part)... we can kill you without having to take ourselves out of the game to do it. 9) The spotter plane Rarely did a fighter plane circle over AA and take it until they died. CVs would send out spotters. They had a big area to cover, usually flew out like bicycle spokes then cut a few degrees and came back. Less likely to be shot down, but less likely to radio back while in fight. Last knows update when the spotters return to the ship.
  19. HeavenlyWind_

    New Ribbon/Medal Idea

    There should honestly be a ribbon or medal for completely destroying a module, such as a turret or a torp tube. I know there's the incapacitation ribbons for temporarily disabling a module, but then there's the times where your turret or torp tube gets completely decommissioned and it can't be repaired or used for the rest of the match. There should be a separate ribbon/medal for that occasion. It would be cool and funny to know that you've just ruined someone's match lol
  20. HeavenlyWind_

    Lock-On Fix?

    There have been countless times where I've aimed at a ship and it locks on to the ship behind it. Then no matter how much I aim at my desired target, the lock-on sticks as long as the undesired ship, the one I'm locked onto somehow, is just about within frame. Happens a lot when I'm trying to torp too. Is there something that I'm missing in order to lock-on to my desired target every time or is the lock-on actually broken at times?
  21. HeavenlyWind_

    German T10 Premiums

    When are we gonna see some German T10 premiums? Seeing how they are the only main nation in the game without T10 premiums. German T10 prem H-class BB with 457mm guns? (or maybe even 480mm lol.) Lutzow?
  22. Well is seem that as the time goes on , it come harder to win, most team seem always to ended up on the back on the map were there no return point. here an example of what it take to win sometime! WHen the team want ot throw away the game and you have to kill 7 of them to win .... That moment you get 2 brother and both flank run away on the AB line and you got up the middle , dev strike the enemy midway and turn the table around When you get a standard battle and the right flank run away giving the base to the enemy team and you now have to leave the left flank to save the day ....
  23. Just wanted to say ..... THANKS.... for a lot of great stuff. Very happy with the work done this year. I had the most fun yet playing WOWs in 2019. This week I got some Santa Crates and was very happy at what was inside. I have a Benham!!!! Ok it got sunk rather quickly on the first outing but that is life. French DD's absolutely rock! I feel the NEED FOR SPEED! The Wiki is looking even better with new management. CV's seem to be balanced. New lines of ships are distinct and not Xerox Copies of previous ships. Don't listen to the whiners. Your vision is right on target. Best Regards Toxic
  24. Assim como os comandantes espaciais tem um rastro de tiro colorido, como Yamamoto e seu rastro vermelho, comandantes adquiridos em eventos como o de Halloween, poderiam ter um rastro diferenciado, como os navios com participantes do evento crepúsculo que recentemente terminou. Algumas camuflagens foram adquiridas juntamente com um comandante especial. Caberia um rastro VERDE, para diferenciar.
  25. Clappage

    Is the Boise good?

    Hello all, it's me again. I've went and bought the Boise, to have an American cruiser to train my Cleveland captain in. I feel like the $40ish dollars I spent was kinda hefty, but I didn't really grumble, because I was told the Boise was a good ship. So, I bought it, and played a few games, and oh boy, was I disappointed. I thought I'd give the ship the benefit of the doubt, because I probably didn't know how to play it correctly. So I played more games, this time trying different play-styles, including the big DD play-style, the "HE spammer behind the island" style, the DD hunter style, the BB support style, and more, and I was still finding that the ship felt weak, and that I was losing quite a few more games in it than any other ship I had in my port. Everyone always says "it's not the ship, it's the driver/captain", but I don't believe that is the case here. Granted, I am by no means a good player, but I don't feel like I suck either. I could be best described as an average player. When I was playing the Boise in these games I noticed so many different things about the ship that just felt like they were causing me to lose fights that a cruiser shouldn't be losing. I'll list below what I feel like the ship struggles with. - The amount of damage that the guns do. The HE feels underwhelming, especially when I am firing at other cruisers and battleships. It does fine against DD's. The AP on american 152's is naturally not that great, and I accept that; however, in my experience, they just feel worse than the standard 152's. I would get into close range knife-fights with other cruisers at about 5km and less, and even with a full-broadside, I get shatters, overpens, and the occasional pen, usually causing about 1-2k damage with a salvo. Against another cruiser, broadside on, at less than 5km. And yes, I do know where to aim on cruisers to score max damage. I don't know if RNG is screwing me over, or if I'm doing it wrong, or what, but at 5km or less, I'd think that 15 guns would be doing more than that. - The gun range. Granted, it does have 15 guns, but 13.6km for a max range, it just isn't good, and it causes you to have to play a bit too aggressively. I'll touch on this in a second with the ships' overall survivability. - The maneuverability of the ship. Granted, it isn't a destroyer and it isn't meant to have a destroyer's maneuverability, but it feels a bit sluggish to turn, and it feels like it takes a huge distance for the ship to turn 360 degrees. This isn't as much of a gripe as the others, as this one may just be me not turning and changing speed like I should be doing regularly. - The survivability. Oh lord, this is the part of the ship that feels ridiculous to me. Because of the limited range on the ship, you have to get dangerous;y close to the enemy ships in order to do damage, and when you do that, you have to expose some part of your ship, unless you're behind an island. This ship, simply cannot take any hits, whatsoever. HE? it hurts, and this thing burns like dried driftwood. AP? it hurts even worse, no matter the angle it strikes at. Even DD's can shoot this ship with HE, and this thing simply melts when it eats those incoming shells. With 33k health, this thing vaporizes quicker than other cruisers at tier 7, and last time I checked, cruisers aren't meant to sit behind islands and spam HE the entire game. They're supposed to get involved, at some point. This ship, when it gets involved, in my experience, it just melts, bow-on or broadside to the enemy. Now that all that is out of the way, I need some help from the rest of y'all in the community. I need y'all to tell me if I'm just being stupid, not playing it right, and I need to git gud n00b, or if my gripes about the ship are at least, somewhat understandable? Because I don't want to say this ship is a waste of money, but I just can't seem to have a single fun game in it, much less have a good game in it, and every time I see that losing screen or my ship sinking, I can't help but to think about the $40ish dollars I spent on it. PLEASE HELP! Tell me if I am crazy, or if I'm not crazy and I have good points!! -ThePwnageMachine
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